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Implemented SE_PetMeleeMitigation - Bonus applied to pet owner. Gives AC to owner's pet.
Related AA's to be added in a seperate update.
This commit is contained in:
+12
-2
@@ -560,11 +560,21 @@ void Mob::MeleeMitigation(Mob *attacker, int32 &damage, int32 minhit, ExtraAttac
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weight = (CastToClient()->CalcCurrentWeight() / 10.0);
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} else if (IsNPC()) {
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armor = CastToNPC()->GetRawAC();
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int PetACBonus = 0;
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if (!IsPet())
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armor = (armor / RuleR(Combat, NPCACFactor));
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else{
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Mob *owner = nullptr;
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owner = GetOwner();
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if (owner){
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PetACBonus = owner->aabonuses.PetMeleeMitigation
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+ owner->itembonuses.PetMeleeMitigation +
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owner->spellbonuses.PetMeleeMitigation;
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}
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}
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armor += spellbonuses.AC + itembonuses.AC + 1;
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armor += spellbonuses.AC + itembonuses.AC + PetACBonus + 1;
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}
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if (opts) {
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@@ -4447,7 +4457,7 @@ bool Mob::TryFinishingBlow(Mob *defender, SkillUseTypes skillinuse)
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uint32 FB_Dmg = aabonuses.FinishingBlow[1] + spellbonuses.FinishingBlow[1] + itembonuses.FinishingBlow[1];
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uint16 FB_Level = 0; //Get Highest Headshot Level
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uint16 FB_Level = 0;
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FB_Level = aabonuses.FinishingBlowLvl[0];
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if (FB_Level < spellbonuses.FinishingBlowLvl[0])
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FB_Level = spellbonuses.FinishingBlowLvl[0];
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@@ -1311,6 +1311,10 @@ void Client::ApplyAABonuses(uint32 aaid, uint32 slots, StatBonuses* newbon)
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break;
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}
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case SE_PetMeleeMitigation:
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newbon->PetMeleeMitigation += base1;
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break;
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}
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}
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}
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@@ -2844,6 +2848,10 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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break;
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}
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case SE_PetMeleeMitigation:
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newbon->PetMeleeMitigation += effect_value;
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break;
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//Special custom cases for loading effects on to NPC from 'npc_spels_effects' table
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if (IsAISpellEffect) {
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@@ -4075,6 +4083,12 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
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itembonuses.GivePetGroupTarget = false;
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break;
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case SE_PetMeleeMitigation:
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spellbonuses.PetMeleeMitigation = effect_value;
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itembonuses.PetMeleeMitigation = effect_value;
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aabonuses.PetMeleeMitigation = effect_value;
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break;
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case SE_RootBreakChance:
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spellbonuses.RootBreakChance = effect_value;
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aabonuses.RootBreakChance = effect_value;
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@@ -427,6 +427,7 @@ struct StatBonuses {
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uint8 HSLevel; // Max Level Headshot will be effective at.
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uint32 Assassinate[2]; // Assassinate AA (Massive dmg vs humaniod w/ assassinate) 0= ? 1= Dmg
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uint8 AssassinateLevel; // Max Level Assassinate will be effective at.
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int32 PetMeleeMitigation; // Add AC to owner's pet.
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};
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